climate_api/lib/trigger.lua

158 lines
4.0 KiB
Lua

local trigger = {}
function trigger.get_global_environment()
local env = {}
for influence, func in pairs(climate_mod.global_influences) do
env[influence] = func()
end
return env
end
function trigger.get_position_environment(pos)
local env = table.copy(climate_mod.global_environment)
for influence, func in pairs(climate_mod.influences) do
env[influence] = func(pos)
end
return env
end
function trigger.get_player_environment(player)
local ppos = player:get_pos()
local env = trigger.get_position_environment(ppos)
env.player = player
return env
end
function trigger.test_condition(condition, env, goal)
local value = env[condition:sub(5)]
if condition:sub(1, 4) == "min_" then
return type(value) ~= "nil" and goal <= value
elseif condition:sub(1, 4) == "max_" then
return type(value) ~= "nil" and goal > value
elseif condition:sub(1, 4) == "has_" then
if type(value) == "nil" then return false end
for _, g in ipairs(goal) do
if value == g then return true end
end
return false
else
value = env[condition]
return type(value) == "nil" or goal == value
end
end
local function is_weather_active(player, weather, env)
if climate_mod.forced_weather[weather] ~= nil then
return climate_mod.forced_weather[weather]
end
local config = climate_mod.weathers[weather]
if type(config.conditions) == "function" then
return config.conditions(env)
end
for condition, goal in pairs(config.conditions) do
if not trigger.test_condition(condition, env, goal) then
return false
end
end
return true
end
local function get_weather_effects(player, weather_config, env)
local config = {}
local effects = {}
if type(weather_config.effects) == "function" then
config = weather_config.effects(env)
else
config = weather_config.effects
end
for effect, value in pairs(config) do
if type(climate_mod.effects[effect]) ~= "nil" then
effects[effect] = value
end
end
return effects
end
function trigger.get_active_effects()
local environments = {}
for _, player in ipairs(minetest.get_connected_players()) do
environments[player:get_player_name()] = trigger.get_player_environment(player)
end
local effects = {}
climate_mod.current_weather = {}
for wname, wconfig in pairs(climate_mod.weathers) do
for _, player in ipairs(minetest.get_connected_players()) do
local pname = player:get_player_name()
local env = environments[pname]
if is_weather_active(player, wname, env) then
if type(climate_mod.current_weather[pname]) == "nil" then
climate_mod.current_weather[pname] = {}
end
table.insert(climate_mod.current_weather[pname], wname)
local player_effects = get_weather_effects(player, wconfig, env)
for effect, value in pairs(player_effects) do
if type(effects[effect]) == "nil" then
effects[effect] = {}
end
if type(effects[effect][pname]) == "nil" then
effects[effect][pname] = {}
end
effects[effect][pname][wname] = value
end
end
end
end
return effects
end
function trigger.call_handlers(name, effect, prev_effect)
if effect == nil then effect = {} end
if prev_effect == nil then prev_effect = {} end
local starts = {}
local has_starts = false
local ticks = {current = {}, prev = {}}
local has_ticks = false
local stops = {}
local has_stops = false
for player, sources in pairs(effect) do
if type(prev_effect[player]) ~= "nil" then
has_ticks = true
ticks.current[player] = sources
ticks.prev[player] = prev_effect[player]
else
has_starts = true
starts[player] = sources
end
end
for player, sources in pairs(prev_effect) do
if type(effect[player]) == "nil" then
stops[player] = sources
has_stops = true
end
end
if has_starts then
for _, handler in ipairs(climate_mod.effects[name]["start"]) do
handler(starts)
end
end
if has_ticks then
for _, handler in ipairs(climate_mod.effects[name]["tick"]) do
handler(ticks.current, ticks.prev)
end
end
-- remaining table lists ending effects
if has_stops then
for _, handler in ipairs(climate_mod.effects[name]["stop"]) do
handler(stops)
end
end
end
return trigger